我正在使用BulletSharp,它是子弹库的C#发行版。我已经在一个据说具有0.0f的恢复原状的物体中得到了一些弹跳。
我有一个动态圆柱体(很快将是一个网状物体)落在两个静态圆柱体上。像这样:
顶部的气缸经常会剧烈反弹,通常会弹到一边。
这是我用来设置场景的代码:
//now figure out bulletsharp stuff...
CollisionConfiguration collConfig = new DefaultCollisionConfiguration();
Dispatcher collDispatch = new CollisionDispatcher(collConfig);
BroadphaseInterface broadphase = new DbvtBroadphase();
ConstraintSolver sol = new SequentialImpulseConstraintSolver();
world = new DiscreteDynamicsWorld(collDispatch, broadphase, sol, collConfig);
world.Gravity = new Vector3(0.0f, -10.0f, 0.0f);
//log (moving object)
MotionState still = new DefaultMotionState();
CylinderShape shape = new CylinderShapeZ(0.5f, 1.0f, 1.0f);
still.WorldTransform = Matrix.Translation(0.0f, 0.4f, 0.0f);
RigidBodyConstructionInfo constructInfo = new RigidBodyConstructionInfo(1.0f, still, shape);
logBody = new RigidBody(constructInfo);
logBody.SetDamping(0.04f, 0.1f);
world.AddRigidBody(logBody);
//rollers (static objects)
CylinderShape r1s = new CylinderShapeZ(0.1f, 1.0f, 1.0f);
MotionState r1m = new DefaultMotionState();
r1m.WorldTransform = Matrix.Translation(-0.2f, -0.4f, 0.0f);
RigidBodyConstructionInfo r1ci = new RigidBodyConstructionInfo(0.0f, r1m, r1s);
r1 = new RigidBody(r1ci);
world.AddRigidBody(r1);
CylinderShape r2s = new CylinderShapeZ(0.1f, 1.0f, 1.0f);
MotionState r2m = new DefaultMotionState();
r2m.WorldTransform = Matrix.Translation(0.2f, -0.4f, 0.0f);
RigidBodyConstructionInfo r2ci = new RigidBodyConstructionInfo(0.0f, r2m, r2s);
r2 = new RigidBody(r2ci);
world.AddRigidBody(r2);
我使用world.StepSimulation(0.05f, 100, 0.0005f);
的每一帧来更新物理模拟。
我错过了任何明显的设置吗?为什么我的模拟会这样做?
小更新:我已成功在Blender的Bullet中进行了类似的模拟。那里没有弹跳......我不知道那和那之间可能有什么不同。
答案 0 :(得分:4)
您没有将Inertia添加到模型中。这应该减慢抖动,并且不应该产生以其从滚筒中弹回的混响。您需要为所有三个对象添加它,包括滚轮上的零点。试试这个,让我知道它是如何工作的:
//now figure out bulletsharp stuff...
CollisionConfiguration collConfig = new DefaultCollisionConfiguration();
Dispatcher collDispatch = new CollisionDispatcher(collConfig);
BroadphaseInterface broadphase = new DbvtBroadphase();
ConstraintSolver sol = new SequentialImpulseConstraintSolver();
world = new DiscreteDynamicsWorld(collDispatch, broadphase, sol, collConfig);
world.Gravity = new Vector3(0.0f, -10.0f, 0.0f);
//log (moving object)
Vector3 cylinderInertia;
MotionState still = new DefaultMotionState();
CylinderShape shape = new CylinderShapeZ(0.5f, 1.0f, 1.0f);
still.WorldTransform = Matrix.Translation(0.0f, 0.4f, 0.0f);
shape.CalculateLocalInertia(1.0f, out cylinderInertia);
RigidBodyConstructionInfo constructInfo = new RigidBodyConstructionInfo(1.0f, still, shape, cylinderInertia);
logBody = new RigidBody(constructInfo);
logBody.SetDamping(0.04f, 0.1f);
world.AddRigidBody(logBody);
//rollers (static objects)
CylinderShape r1s = new CylinderShapeZ(0.1f, 1.0f, 1.0f);
MotionState r1m = new DefaultMotionState();
r1m.WorldTransform = Matrix.Translation(-0.2f, -0.4f, 0.0f);
RigidBodyConstructionInfo r1ci = new RigidBodyConstructionInfo(0.0f, r1m, r1s, Vector3.Zero);
r1 = new RigidBody(r1ci);
world.AddRigidBody(r1);
CylinderShape r2s = new CylinderShapeZ(0.1f, 1.0f, 1.0f);
MotionState r2m = new DefaultMotionState();
r2m.WorldTransform = Matrix.Translation(0.2f, -0.4f, 0.0f);
RigidBodyConstructionInfo r2ci = new RigidBodyConstructionInfo(0.0f, r2m, r2s, Vector3.Zero);
r2 = new RigidBody(r2ci);
world.AddRigidBody(r2);